Files
jak-project/game/graphics/opengl_renderer/background/Shrub.cpp
T
water111 0a511da2ce [jak2] fix flickering and depth writes (#2406)
Fixes some mistakes with merc draw modes. The glass in the palace level
no longer writes to the depth buffer (it's "water"):

![image](https://user-images.githubusercontent.com/48171810/227727825-d6726621-88a8-45a8-9cf3-8d6e9edc3d54.png)

Also fixes the one-frame flickers when level draw orders change. We
might be able to make this more efficient in the future, but this will
at least fix the frame with nothing drawn.
2023-03-25 14:00:54 -04:00

350 lines
12 KiB
C++

#include "Shrub.h"
#include "common/log/log.h"
Shrub::Shrub(const std::string& name, int my_id) : BucketRenderer(name, my_id) {
m_color_result.resize(TIME_OF_DAY_COLOR_COUNT);
}
Shrub::~Shrub() {
discard_tree_cache();
}
void Shrub::render(DmaFollower& dma, SharedRenderState* render_state, ScopedProfilerNode& prof) {
if (!m_enabled) {
while (dma.current_tag_offset() != render_state->next_bucket) {
dma.read_and_advance();
}
return;
}
auto data0 = dma.read_and_advance();
ASSERT(data0.vif1() == 0 || data0.vifcode1().kind == VifCode::Kind::NOP);
ASSERT(data0.vif0() == 0 || data0.vifcode0().kind == VifCode::Kind::NOP ||
data0.vifcode0().kind == VifCode::Kind::MARK);
ASSERT(data0.size_bytes == 0);
if (dma.current_tag().kind == DmaTag::Kind::CALL) {
// renderer didn't run, let's just get out of here.
for (int i = 0; i < 4; i++) {
dma.read_and_advance();
}
ASSERT(dma.current_tag_offset() == render_state->next_bucket);
return;
}
if (dma.current_tag_offset() == render_state->next_bucket) {
return;
}
auto pc_port_data = dma.read_and_advance();
ASSERT(pc_port_data.size_bytes == sizeof(TfragPcPortData));
memcpy(&m_pc_port_data, pc_port_data.data, sizeof(TfragPcPortData));
m_pc_port_data.level_name[11] = '\0';
while (dma.current_tag_offset() != render_state->next_bucket) {
dma.read_and_advance();
}
TfragRenderSettings settings;
settings.hvdf_offset = m_pc_port_data.hvdf_off;
settings.fog = m_pc_port_data.fog;
memcpy(settings.math_camera.data(), m_pc_port_data.camera[0].data(), 64);
settings.tree_idx = 0;
for (int i = 0; i < 4; i++) {
settings.itimes[i] = m_pc_port_data.itimes[i];
}
update_render_state_from_pc_settings(render_state, m_pc_port_data);
for (int i = 0; i < 4; i++) {
settings.planes[i] = m_pc_port_data.planes[i];
}
m_has_level = setup_for_level(m_pc_port_data.level_name, render_state);
render_all_trees(settings, render_state, prof);
}
void Shrub::update_load(const LevelData* loader_data) {
const tfrag3::Level* lev_data = loader_data->level.get();
// We changed level!
discard_tree_cache();
m_trees.resize(lev_data->shrub_trees.size());
size_t max_draws = 0;
size_t time_of_day_count = 0;
size_t max_num_grps = 0;
size_t max_inds = 0;
for (u32 l_tree = 0; l_tree < lev_data->shrub_trees.size(); l_tree++) {
size_t num_grps = 0;
const auto& tree = lev_data->shrub_trees[l_tree];
max_draws = std::max(tree.static_draws.size(), max_draws);
for (auto& draw : tree.static_draws) {
(void)draw;
// num_grps += draw.vis_groups.size(); TODO
max_num_grps += 1;
}
max_num_grps = std::max(max_num_grps, num_grps);
time_of_day_count = std::max(tree.time_of_day_colors.size(), time_of_day_count);
max_inds = std::max(tree.indices.size(), max_inds);
u32 verts = tree.unpacked.vertices.size();
glGenVertexArrays(1, &m_trees[l_tree].vao);
glBindVertexArray(m_trees[l_tree].vao);
m_trees[l_tree].vertex_buffer = loader_data->shrub_vertex_data[l_tree];
m_trees[l_tree].vert_count = verts;
m_trees[l_tree].draws = &tree.static_draws;
m_trees[l_tree].colors = &tree.time_of_day_colors;
m_trees[l_tree].index_data = tree.indices.data();
m_trees[l_tree].tod_cache = swizzle_time_of_day(tree.time_of_day_colors);
glBindBuffer(GL_ARRAY_BUFFER, m_trees[l_tree].vertex_buffer);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
glVertexAttribPointer(0, // location 0 in the shader
3, // 3 values per vert
GL_FLOAT, // floats
GL_FALSE, // normalized
sizeof(tfrag3::ShrubGpuVertex), // stride
(void*)offsetof(tfrag3::ShrubGpuVertex, x) // offset (0)
);
glVertexAttribPointer(1, // location 1 in the shader
2, // 3 values per vert
GL_FLOAT, // floats
GL_FALSE, // normalized
sizeof(tfrag3::ShrubGpuVertex), // stride
(void*)offsetof(tfrag3::ShrubGpuVertex, s) // offset (0)
);
glVertexAttribPointer(2, // location 1 in the shader
3, // 4 color components
GL_UNSIGNED_BYTE, // u8
GL_TRUE, // normalized (255 becomes 1)
sizeof(tfrag3::ShrubGpuVertex), //
(void*)offsetof(tfrag3::ShrubGpuVertex, rgba_base) //
);
glVertexAttribIPointer(3, // location 2 in the shader
1, // 1 values per vert
GL_UNSIGNED_SHORT, // u16
sizeof(tfrag3::ShrubGpuVertex), // stride
(void*)offsetof(tfrag3::ShrubGpuVertex, color_index) // offset (0)
);
glGenBuffers(1, &m_trees[l_tree].single_draw_index_buffer);
glGenBuffers(1, &m_trees[l_tree].index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_trees[l_tree].index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, tree.indices.size() * sizeof(u32), tree.indices.data(),
GL_STATIC_DRAW);
glActiveTexture(GL_TEXTURE10);
glGenTextures(1, &m_trees[l_tree].time_of_day_texture);
glBindTexture(GL_TEXTURE_1D, m_trees[l_tree].time_of_day_texture);
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, TIME_OF_DAY_COLOR_COUNT, 0, GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8, nullptr);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindVertexArray(0);
}
m_cache.multidraw_offset_per_stripdraw.resize(max_draws);
m_cache.multidraw_count_buffer.resize(max_num_grps);
m_cache.multidraw_index_offset_buffer.resize(max_num_grps);
m_cache.draw_idx_temp.resize(max_draws);
m_cache.index_temp.resize(max_inds);
ASSERT(time_of_day_count <= TIME_OF_DAY_COLOR_COUNT);
}
bool Shrub::setup_for_level(const std::string& level, SharedRenderState* render_state) {
// make sure we have the level data.
Timer tfrag3_setup_timer;
auto lev_data = render_state->loader->get_tfrag3_level(level);
if (!lev_data) {
// not loaded
m_has_level = false;
m_textures = nullptr;
m_level_name = "";
discard_tree_cache();
return false;
}
if (m_has_level && lev_data->load_id != m_load_id) {
m_has_level = false;
m_textures = nullptr;
m_level_name = "";
discard_tree_cache();
return setup_for_level(level, render_state);
}
m_textures = &lev_data->textures;
m_load_id = lev_data->load_id;
if (m_level_name != level) {
update_load(lev_data);
m_has_level = true;
m_level_name = level;
} else {
m_has_level = true;
}
if (tfrag3_setup_timer.getMs() > 5) {
lg::info("Shrub setup: {:.1f}ms", tfrag3_setup_timer.getMs());
}
return m_has_level;
}
void Shrub::discard_tree_cache() {
for (auto& tree : m_trees) {
glBindTexture(GL_TEXTURE_1D, tree.time_of_day_texture);
glDeleteTextures(1, &tree.time_of_day_texture);
glDeleteBuffers(1, &tree.index_buffer);
glDeleteBuffers(1, &tree.single_draw_index_buffer);
glDeleteVertexArrays(1, &tree.vao);
}
m_trees.clear();
}
void Shrub::render_all_trees(const TfragRenderSettings& settings,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
for (u32 i = 0; i < m_trees.size(); i++) {
render_tree(i, settings, render_state, prof);
}
}
void Shrub::render_tree(int idx,
const TfragRenderSettings& settings,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
Timer tree_timer;
auto& tree = m_trees.at(idx);
tree.perf.draws = 0;
tree.perf.wind_draws = 0;
if (!m_has_level) {
return;
}
if (m_color_result.size() < tree.colors->size()) {
m_color_result.resize(tree.colors->size());
}
Timer interp_timer;
interp_time_of_day_fast(settings.itimes, tree.tod_cache, m_color_result.data());
tree.perf.tod_time.add(interp_timer.getSeconds());
Timer setup_timer;
glActiveTexture(GL_TEXTURE10);
glBindTexture(GL_TEXTURE_1D, tree.time_of_day_texture);
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, tree.colors->size(), GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV,
m_color_result.data());
first_tfrag_draw_setup(settings, render_state, ShaderId::SHRUB);
glBindVertexArray(tree.vao);
glBindBuffer(GL_ARRAY_BUFFER, tree.vertex_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
render_state->no_multidraw ? tree.single_draw_index_buffer : tree.index_buffer);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_PRIMITIVE_RESTART);
glPrimitiveRestartIndex(UINT32_MAX);
tree.perf.tod_time.add(setup_timer.getSeconds());
int last_texture = -1;
tree.perf.cull_time.add(0);
Timer index_timer;
if (render_state->no_multidraw) {
u32 idx_buffer_size = make_all_visible_index_list(
m_cache.draw_idx_temp.data(), m_cache.index_temp.data(), *tree.draws, tree.index_data);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size * sizeof(u32), m_cache.index_temp.data(),
GL_STREAM_DRAW);
} else {
make_all_visible_multidraws(m_cache.multidraw_offset_per_stripdraw.data(),
m_cache.multidraw_count_buffer.data(),
m_cache.multidraw_index_offset_buffer.data(), *tree.draws);
}
tree.perf.index_time.add(index_timer.getSeconds());
Timer draw_timer;
for (size_t draw_idx = 0; draw_idx < tree.draws->size(); draw_idx++) {
const auto& draw = tree.draws->operator[](draw_idx);
const auto& multidraw_indices = m_cache.multidraw_offset_per_stripdraw[draw_idx];
const auto& singledraw_indices = m_cache.draw_idx_temp[draw_idx];
if (render_state->no_multidraw) {
if (singledraw_indices.second == 0) {
continue;
}
} else {
if (multidraw_indices.second == 0) {
continue;
}
}
if ((int)draw.tree_tex_id != last_texture) {
glBindTexture(GL_TEXTURE_2D, m_textures->at(draw.tree_tex_id));
last_texture = draw.tree_tex_id;
}
auto double_draw = setup_tfrag_shader(render_state, draw.mode, ShaderId::SHRUB);
prof.add_draw_call();
prof.add_tri(draw.num_triangles);
tree.perf.draws++;
if (render_state->no_multidraw) {
glDrawElements(GL_TRIANGLE_STRIP, singledraw_indices.second, GL_UNSIGNED_INT,
(void*)(singledraw_indices.first * sizeof(u32)));
} else {
glMultiDrawElements(GL_TRIANGLE_STRIP,
&m_cache.multidraw_count_buffer[multidraw_indices.first], GL_UNSIGNED_INT,
&m_cache.multidraw_index_offset_buffer[multidraw_indices.first],
multidraw_indices.second);
}
switch (double_draw.kind) {
case DoubleDrawKind::NONE:
break;
case DoubleDrawKind::AFAIL_NO_DEPTH_WRITE:
tree.perf.draws++;
prof.add_draw_call();
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SHRUB].id(), "alpha_min"),
-10.f);
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SHRUB].id(), "alpha_max"),
double_draw.aref_second);
glDepthMask(GL_FALSE);
if (render_state->no_multidraw) {
glDrawElements(GL_TRIANGLE_STRIP, singledraw_indices.second, GL_UNSIGNED_INT,
(void*)(singledraw_indices.first * sizeof(u32)));
} else {
glMultiDrawElements(
GL_TRIANGLE_STRIP, &m_cache.multidraw_count_buffer[multidraw_indices.first],
GL_UNSIGNED_INT, &m_cache.multidraw_index_offset_buffer[multidraw_indices.first],
multidraw_indices.second);
}
break;
default:
ASSERT(false);
}
}
glBindVertexArray(0);
tree.perf.draw_time.add(draw_timer.getSeconds());
tree.perf.tree_time.add(tree_timer.getSeconds());
}
void Shrub::draw_debug_window() {}